the Float


the_float

This is just a bunch of code written in Flash. It’s AS2, so it’s probably obsolete to most of you searching for help in creating games.

Result of numerous programming experiments in point and click games from 2005 up to 2008 when first stable built was released.
created by Mateusz Skutnik 2005-2013;

Version history:

3.7.3 (November 2013);

  • automatic triggers (shop, next_frame, hammer, say, comment);
  • removed social share options;

//–

3.7.2 (february 2013);

  • as2 tweak [varName -> var_name];
  • say_once string length check;
  • item restoring without delay (no interval);
  • item quantity display placed in item description [item (nr)];
  • optional startup items system improved;
  • standalone hideout system;
  • opis_mc with outline [filter];
  • as2 mc outline feature;
  • dynamic item hitbox;
  • dynamic hideout display;
  • dynamic shop display;
  • fixed opis dialogue in hideout mc (not hiding after rollout);
  • added item library;
  • expanded sharing options;
  • custom warp snd error fixed;

– example: Daymare Town 4;

//–

3.7.1 (january 2013);

* fixed opis-displacement bug (opis was using _height before setting it);
* single-page note display, scalable to game width and height;

//–

3.7.0 (october-december 2012):

* major as2 cleaning;
* s.list_of_items-based item movement;
* FINALLY restoring items in their respective places :D;
* fully dynamic ‘say’ function;
* removed item floating to and from shop/hideout; [“float” is gone] :D
* shuffle array in shops;
* say_once(co);
* fully dynamic item opis > multiline opis;
* improved czat AS, new czat_mc (skyrim clone);
* amb restore fixed;
* resurrection after game end;
* reimported all sfx / source files present;
* random moveSnd;

//–

3.6.2 (october 2012);

* removed alternate inventory;
* removed custom right-click menu;
* changed _alpha=0 objects to objects including fill _alpha=0;

//–

3.6.1 (july 2012);

* backpack;

//–

3.6.0 (february 2012):

* single save version (“continue” button);
* hideout earning money bugfix;
* hideout descriptions updated;
* combineSnd;

//–

3.5.0 (january 2012):

* hotspot (place to put various items and pick them up again);
* alternate inventory;
– example: Rizzoli & Isles 2;

//–

3.4.0 (september 2011):

* new item description window, commont to inventory, hideouts, shops, and also documents and galery display;
* reorganized picture gallery;
* reorganized shop and hideout display;
– example: Covert Front 4;

//–

3.3.0 (March 2011):

* various text alignments in conversation window;
– example: Rizzoli & Isles 1;

//–

3.2.1 (September 2010):

* message window reappear when triggered while visible on screen;
* too expensive shop items transparency;
* items float between shop/hideout and inventory;
* different shops/hideouts have different value of maximum items;
* music and sfx toggle buttons embedded in the footer;

//–

3.2.0 (August 2010):

* hideout system;
* scrollable conversation window in multi-choice character dialogue;
– example: Trader of Stories 1;

//–

3.1.0 (June 2010):

* multi-choice character dialogue;
– example: the Fog Fall 3;

//–

3.0.0 (April 2010):

* advanced shopping system;
* inventory handles plural quantity of the same item;
* custom movement cursor;
– example: Daymare Town 3;

//–

2.1.0 (July 2009):

* multiple save option;
– example: Space Oddity part 1;

//–

2.0.0 (July 2009):

* items in the inventory are animated on rollOver;
* inventory hiding when moving between rooms;
* dynamic documents display – player can view unlimited number of text pages collected during the game;
* dynamic picture gallery – player can view pictures, photos or other visual material collected during the game;
* panoramic rooms – wider than stage, scrolling from left to right on players movement revealing more background than usual rooms;
* discussion window for ingame dialogues;
* save option;
– example: Covert Front 3;

//–

1.4.0 (December 2008):

* improved main menu api;
– example: the Fog Fall 2;

//–

1.3.0 (October 2008):

* integrated the float with my game api. New features:
* floating menu on the main game screen. Separate submenus for credits, instructions and system keys.
* ingame menu containing options to separately turn on/off music and sound effects, and change quality level (low, normal, high, best). Also option to quit or pause the game at any given moment.
– example: Charger Escape;

//–

1.2.0 (August 2008):

* item description fading in and out while examining the item in the inventory;
* submachine specific: rooms are accelerating and decelerating when changing position;
– example: Submachine 1: the basement (ver. 4.0);

//–

1.1.0 (June 2008):

* items are accelerating and decelerating on the way to inventory when collected;
* items are center-locked when picked up from inventory;
* items are enlarging when rolled over in inventory and going back to original size on roll out or when picked up;
– example: Escape Artist;

//–

1.0.0 (April 2008):

– based on older engines, used in games like Submachine series, Covert Front, the Great Escape or DayMare Town:
* reusable item system (a pack of keys that stay in the inventory untill you use last key from the pack);
* diversed item collecting (picking up several items of the same kind – engine recognizes if you already have collected some or if it’s your first item of that kind and acts accordingly);
* shopping system;
* inventory items dynamically changing their position according to the number of items in the inventory;
* smooth transition between finding the item and placing it in the inventory;
– example: DayMare Town 2;



10 Gnomes 10: seashore


play | watch video from location

That particular location has been on my mind since few months now. Unpossible in summertime – now it’s kind of abandoned, but not fully. I had to go there early in the morning to shoot those pics and even then there were some locals with their dogs or jogging or just on a walk. Damn the locals. I had to wake up at 6:30, go out at 7:00 to be there at 8:00. And it was sunday… Hope you appreciate all the pain I’m going through to bring you desolated and attractive lcoations for gnomes ;). Special thanks goes to my wife who kicked me out of the bed on that cold sunday morning. And actually went there with me.

Anyway – enjoy. Go get them gnomes.



Automobil


automobil

play

Now this one is different story than yesterdays’s game (Aviator). In this one I didn’t change graphics, but the gameplay. To a dull game of collecting acorns via driving your car I added four power-ups, which change the gameplay into something a bit more entertaining. Still a classic 2005 way of thinking though. Don’t expect any fantastic gameplay that will blow your mind.

Another thing – this one is significant, it’s THE LAST squirrel game that waited for revision (until today). That’s it. The remaking process is done. Finished. Only new stuff from now on. Expect mind-blowing gameplays next year :D. I counted 30 games alltogether, some of them are retouched, others completely redone – you can play’em all on pastelgames.com naturally. Ok then, onto 10 Gnomes 10…



Aviator


pg_logo

play

I looked through my archives and didn’t find any indication that this game was ever released. Strange. It’s an old game, from 2005, so don’t mind the ‘easy as hell’ gameplay (some of you might even say it’s boring). But to bring that game to SOME decent level of quality today I upgraded the graphics and changed music and sound effects. So, collect acorns and avoid enemies… – ideas for gameplay were soo easy back in a day. :D



Submachine; review by Indie Game Reviewer


Sometimes you want a puzzle game that will really test your brain for days, and sometimes you want a game that will fit into a coffee break or a spare half-hour. If you’re looking for the latter, check out Submachine by Mateusz Skutnik, the same mind that brought you the brilliantly illustrated Daymare Town.

Submachine is a polished, well-written point and click escape game that can be finished in a reasonable amount of time. You’ve been dropped into a mysterious underground complex and have to find your way out. As is usual for this genre, there’s not a whole lot of backstory.  There are bits and pieces to find, and puzzles to crack to make your escape–generally logic-based.  The puzzles make sense, and the graphics are well-developed with a slightly cartoony look so that pixel-hunting is minimal.

The average player will probably be puzzled for a few minutes and then see the answer–the obstacles are neither too hard or too easy, and the answers always feel like they make sense, not pulled out of the ether as is true of some games. You’ll be able to find everything you need in a straightforward fashion; it’s just a matter of figuring out what to do with it!

The soundtrack adds to the atmosphere of the game without being overwhelming or annoying and can be turned on or off as desired.

Feel like the game was too short?  No problem! Skutnik has created an entire series of escape games set in this universe, each with a distinctive look and feel but similar gameplay.

Indie Game Freak on indiegamereviewer.com



Flash Games with Design – an interview – X 2008


Flash Games with Design  Daymare Town 2. integrating excellent illustrations into a puzzle game

By Ko Maruyama

There are plenty of games that you can play through simple browsers.  Some of them are created with beautiful illustrations and artistry that takes advantage of the small file sizes for these games.  This month, I took a look at the sequel game: Daymare Town 2.  The simple puzzles (although sometimes tricky) are packaged with the great looking rough drawings.

I had a chance to talk with Designer, Illustrator, Programmer Mateusz Skutnik in Gdansk, Poland.  A traditionally skilled architect, Mateusz now called himself an architect because of his construction skills in game design.  His skills however, aren’t merely about flash animation.  He also creates some comics which he continues in Rewolucje.

Daymare Town is a story that takes you through a creepy, illustrated world that you can navigate with simple clicks of a mouse.  The tasks necessary to get through the maze are logical steps that aren’t always as easy as clicking the mouse.  Some tasks involve combining elements in your inventory while others require you to perform an action while an animation occurs onscreen (and those are some of the easy ones).

Did you go to art school in addition to traditional architectural school at the Technical University in Gdansk?

 

No, I didn’t go to any art school thank god. I started drawing about 20 years ago, and after 15 years of drawing crap I finally learned how to do it.  That’s the way it goes.  There’s no way around it – that’s a kind of advice for someone that would like to learn how to draw fast.

 

You work as a flash animation artist now, but how did you develop your programming skills after architectural school?

Watching the tutorials, going through countless trials back and forth and some small help of my fellow programmers that were kind enough to share the knowledge.

What was the first flash game that you made?

Funky Forest. This maybe not totally the first game ever made, but I don’t think that earlier attempts are online. We can assume Funky Forest is the first publicly released game.

What was the most difficult part about learning to program that game?

Understanding the basics. After this – it’s all very simple. To some level naturally, I’m not a programmer per se, so I’ve got my limitations.

What kinds of books do you read?  What kind of television or film do you watch?  What type of fine art do you like? As an illustrator, how do these influence your work?

If you ask me about my inspirations – I cant name that.  Everything is an constant inspiration I guess.

The strongest inspiration would be music, I like to visualize what I hear. Ambients, separate short sounds, etc. When I hear something I usually see it. Then draw it.

Probably the most popular puzzle games you’ve made are still the deeply layered Submachine Series and the fun 10 Gnomes Project.  What is the new project you’re working on?

I’m working on Covert Front 3 right now. After that Submachine #6. And I’m also working on 10 Gnomes series – one game per month, and also I program games for PastelGames.com.

Do you think that web delivery of flash games is a good thing for you entering the market?

Yes, most definietly.

What is the next part of flash / scripting that you want to learn?

Honestly don’t know. What I learn is determined by problems and obstacles that I encounter during development of a game. Finding solution is learning in my case. Can’t predict future programming problems ;)

If people want to find out more games that you like that other people have created, what would you suggest?

 

They should visit amanita design for their amazing samorost games and wada che nanahiro for his sheer absurd.

Thanks for fun and wonderfully illustrated games.

Thank you!



Blaki: paski, recenzja na slowem.pl


Trzeci “blaki” to paski znane chociażby z internetowego konkursu na paski, czy łam naszego “Chichotu”. Mateusz zebrał je, posegregował na trzy kupki, przerobił z pasków w kwadraty (to akurat moim zdaniem pomysł taki sobie) i wydał (właśnie u tego gościa, co się tak strasznie śmieje). To zdecydowanie najlżejszy blaki, czyli i najbardziej dla mnie – co nie znaczy jednak, że całkowicie pozbawiony refleksji. Momentami jest refleksyjnie, ale tak nienachalnie jak to tylko możliwe. Kilkanaście pasków absolutnie powala, kilka jest na granicy mojego rozumienia żartu (znaczy, że je nie do końca rozumiem). W sumie świetny tomik, na który bardzo czekałem i z radością postawię na półce choć w ogole nie pasuje do poprzednich z serii. A Mateusz narysował mi na stronie tytułowej małego czarnego blakiego i mam. Co prawda KoLeC dostał znacznie większy i bardziej skomplikowany rysunek (choć niebieski), ale Skutnik robił go w sobotę podczas rozdania nagród, gdzie mu się wyraźnie nudziło. Mam przynajmniej satysfakcję, że moim długopisem rysował.

napisał: Kamil Smiałkowski



10 Gnomes 9: chemistry


play

October the 1st is the time when polish universities start new learning year. So the time is right to show you gnomes hidden on my alma mater campus. The technical University of Gdansk, which I graduated from… like… 7 years ago. o_0 Jeez the time flies.  It’s not my department though, it’s chemistry, while i was studying architecture. but this spot, right outside the chemistry department was much nicer. :D

have fun.



immigrants or “the others”…


…that’s the theme of a cover I’ve created for an icelandic magazine. That was a hard one and I spent entire month trying to come up with a decent idea for that cover, and finally couple days ago I finally found one.

Hope the resemblance is visible and you won’t have problems with indentifying the connection.

You can see full cover after the jump.

(more…)



Blaki: paski


Holy crap I totally missed my new comic book release. That’s probably because I was away on vacation in Greece last week when this happened :D. Anyway – here it is, the third from the Blaki series. The last one. Sad thing is that it’s in polish only, but I promise – my next comic book will contain no words, so all of you will be able to finally see what’s up with those graphic novels of mine. ;)

~~~~

sample pages / przykładowe plansze

~~~~

Blaki. Paski to nie tylko trzeci – po Blakim i Panu Blakim – album z “niewielkim, wiecznie czymś zatroskanym faceciku” w roli głównej. To również trzy opowieści o tytułowym bohaterze, z których każda pokazuje go w zupełnie innych okolicznościach. W pierwszym rozdziale obserwujemy Blakiego pozostawionego samemu sobie – walczącego z fobiami (pająki!) i nieznośnym dniem codziennym. Blaki na urlopie to z kolei komiksowa wersja słynnych Wakacji pana Hulot Jacquesa Tati, czyli wyjazd na wakacje = koszmar. A jednak ciągle nam mało. Natomiast Pan i pani Blaki to chyba najcelniejszy obraz damsko męskich relacji, jaki pojawił się w polskim komiksie ostatnich lat. I najzabawniejszy. Jak zresztą wszystkie przypadki Blakiego, prawdziwego everymana naszych zwariowanych czasów.

  • Wydawnictwo: Kultura Gniewu
  • Rok wydania polskiego: 9/2008
  • Liczba stron: 72
  • Format: 165×165 mm
  • Oprawa: miękka
  • Druk: cz.-b.
  • Dystrybucja: księgarnie, internet
  • ISBN-13: 978-83-60915-19-6
  • Wydanie: I
  • Cena z okładki: 21,90 zł

recenzje:


« Previous PageNext Page »